Please note, that every image presented is protected by the authors and/or owners copyright. Third party usage is in any case strictly prohibited without the authors and/or the owners permition.
My part in this project was the rendering pipeline with mental ray in maya: shader-, light-, and a stereoscopic render setup. Modeling, animation and additional shading was done by Mason Doran and Rabcat. Project management, stereo-camera setup and animation, compositing and post production by Industrial Motion Art.
We produced 6 spots over all. The "Lifestyle Spot" was rendered for stereoscopic 3D.
started: 2012-01-30 14:01:00 || last edit: 2012-04-21 09:04:13
Mailing for the BMW 1er 2011 series. Camera projection techniques in 3DS Max and stereoscopic imagery.
The image is made of 3 components:
more or less correct background cg image
a 3D model of the BMW 1er series
geometry with a camera projected texture of the cg image mentioned above
and of course a stereo camera rig. The image was rendered with v-ray using its great render buffers and composed in fusion.
started: 2011-12-21 10:12:47 || last edit: 2011-12-21 10:12:26
A BIG budget, three architects (actually 4), one "renderer" and a ricoh office printer -
Arch-Viz gone wild!
This project is definitely one of the milestones of my career. I guess, the title says it all... In fact, this image is a little controversial, but the proces was worth every vertex touched. Despite of the tightest schedule ever and a pretty complex postproduction I've learned a lesson: "A renderer (architectural category for 3D arch-viz artists) isn't ment for co-developing the building design".
Word.
You can see this image larger and some interiors in my portfolios arch viz section.
started: 2011-12-21 02:12:09 || last edit: 2011-12-21 02:12:15
Light Dispersion with mia_material and Maya
Since v-ray 2.0 has a simple checkbox making the dispersion effect a piece of a cake, doing this in mental ray and maya seems to be still a challenge. It's not, that mental ray would not support dispersion, of course it does! One of the wizards just needs to make his shader public... For 3DS Max Hakan "Zap" Anderson wrote a script, which does the trick - but in fact its a fake, a good one though! The l-glas shader supported this feature too, but that's "ages ago" and it was a quite "rudimentary" approach missing a few features of refractive materials... Anyway - I rendered in mental ray for maya using the mia_material, than took the trick from Zap and reproduced it in the postpro using photoshop and/or fusion. The picture above is composed in fusion, but you can find a photoshop composit in my portfolio too... The workflow? Check out my tutorial page (menu -> left upper corner).
started: 2011-12-20 21:12:09 || last edit: 2011-12-21 13:12:42
Car Paint Shading Network based on Mia_material in Maya 2008.
During my "PIMP THE MINI " project I 've been facing some issues with the mi_car_paint phenomenon. I simply didn't manage to get it running according to my intention. So I built my own shading network. Well I would like to share it with you, not only because of the know-how, but to discuss that approach and figure out it's cons and make the pros rock solid.
So, please check out my "Tutorials & Co" section and feel free to crit and comment.
started: 2008-11-19 00:11:45 || last edit: 2011-09-22 17:09:31
PIMP MY RIDE.
MINI COOPER S: Before and After.
This is a project from 2008 - just for fun and some workflow experiments. Its all modeled and shaded in maya 8.5 and maya 2008, rendered with mental ray. There were 3 main aspects to point out:
checking an efficient polygonal modeling approach aiming to a level of mesh resolution, which could be used by any other person for further modifications without subdividing (or reversible subdivisions) at modeling stage.
to build a fast carpaint shader and work out a decent studio render setup.
having a hell of a lot of fun.
Check out my portfolio for more images.
started: 2008-07-01 01:07:45 || last edit: 2011-12-21 10:12:45